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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetbPreviewLooping (bool Value) |
| Should the preview playback as looping or not. | |
| void | SetbRenderComponentOnly (bool Value) |
| Should we render just the component or the whole scene. | |
| void | SetbLockToSimulationFrameRate (bool Value) |
| Locks the playback to the simulation frame rate, i.e. no multi-tick. | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Settings | |
| TArray< TObjectPtr< UNiagaraBakerOutput > > | Outputs |
| Array of outputs for the baker to generate. | |
| float32 | DurationSeconds |
| Duration in seconds to take the capture over. | |
| int | FramesPerSecond |
| The frame rate to run the simulation at during capturing. This is only used for the preview view and calculating the number of ticks to execute as we capture the generated texture. | |
| FIntPoint | FramesPerDimension |
| Number of frames in each dimension. | |
| float32 | StartSeconds |
| This is the start time of the simulation where we begin the capture. I.e. 2.0 would mean the simulation warms up by 2 seconds before we begin capturing. | |
| int | CurrentCameraIndex |
| Active camera that we were saved with. | |
| FName | BakeQualityLevel |
| What quality level to use when baking the simulation, where None means use the current quality level. | |
Variables | |
| FRotator | CameraViewportRotation |
| FVector | CameraViewportLocation |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
| void SetbLockToSimulationFrameRate | ( | bool | Value | ) |
Locks the playback to the simulation frame rate, i.e. no multi-tick.
| void SetbPreviewLooping | ( | bool | Value | ) |
Should the preview playback as looping or not.
| void SetbRenderComponentOnly | ( | bool | Value | ) |
Should we render just the component or the whole scene.
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static |
| FName BakeQualityLevel |
What quality level to use when baking the simulation, where None means use the current quality level.
| FVector CameraViewportLocation |
| FRotator CameraViewportRotation |
| int CurrentCameraIndex |
Active camera that we were saved with.
| float32 DurationSeconds |
Duration in seconds to take the capture over.
| FIntPoint FramesPerDimension |
Number of frames in each dimension.
| int FramesPerSecond |
The frame rate to run the simulation at during capturing. This is only used for the preview view and calculating the number of ticks to execute as we capture the generated texture.
| TArray<TObjectPtr<UNiagaraBakerOutput> > Outputs |
Array of outputs for the baker to generate.
| float32 StartSeconds |
This is the start time of the simulation where we begin the capture. I.e. 2.0 would mean the simulation warms up by 2 seconds before we begin capturing.